PC Alpha 18 feedback and balancing thread

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:twitch:
May i ask something of people here who want the removal of things like this and cotton something? Do you honestly believe that removing an icon and 20 lines of xml is allowing you to have cool things? Some of you make it sound like removing iron ore or corn will allow for 5 new pois and a new zombie type? I hope people realize it does not work like that, like at all.
Finally someone speaking some sense up in here lol. Nicely said. *fist bump*

 
:twitch:
May i ask something of people here who want the removal of things like this and cotton something? Do you honestly believe that removing an icon and 20 lines of xml is allowing you to have cool things? Some of you make it sound like removing iron ore or corn will allow for 5 new pois and a new zombie type? I hope people realize it does not work like that, like at all.
No, but every little bit counts. I'm willing to bet in MMs design for vehicle mods, more books, whatever, he has an item limit. When that limit is reached, they have to get creative and figure out what needs to be removed. Thank god for the shape selector as without that we would be even more limited...

 
Super corn is a gimmick, not a fully integrated game feature with it being useful for something.

We're not changing it for the sake of having it changed, nor does it make any sense to have an AK or M60 in 5.56mm.

9mm is the only ammo that needs this buff because it does low damage per shot.
you want to talk about making sense? It doesnt make any sense that the AK M60 Hunting Rifle (single shot r700) and Marksman rifle (AR10?) all share the same round.

It is possible to have an AR15 chambered in 7.62x39 however this one is not modeled like that. the 7.62mm in game seems to be a .308win/7.62x51mm Nato. the AK is clearly modeled as a 7.62x39 gun. Sooooo don't talk about making sense.

I have been talking about this and complaining about it for years that guns in this game need some love. The dev team needs some range time. Come to SC and I will take you to the range and show you how guns actually work look and feel.

 
I feel like crafting higher quality items should be tied to intelligence not the governing skill for that tool.

Maybe create a 'work smarter not harder' category as that is kind of how one would think it works? swining a pick ax a million times of day and having big muscles doesn't make you a better craftsman of a pickax it makes you a better pickax swinger.

this is even more highlighted in group play. if someoone is the groups 'crafter/intellect' person he should be able to craft high quality tools equipement and weapons for his group, but to do so you have to invest heavily in other trees to do so.

 
No, but every little bit counts. I'm willing to bet in MMs design for vehicle mods, more books, whatever, he has an item limit. When that limit is reached, they have to get creative and figure out what needs to be removed. Thank god for the shape selector as without that we would be even more limited...
Not even close. The xmls allow for thousands of additions and icons do not take up much space. They have already pruned down recipes and removed so many textures, items and blocks. Removing 5 more items at this point is not going to allow for any new vehicles. You could have easily had these additions without removals.

Or are you saying the game is at a stage where its so fragile that adding 20 books will break it? Thats makes very little sense when other mods are adding dozens of recipes and items with zero effect on playability.

This is literally written in the items.xml

<!-- Item limit: There can be 32k items in the game. IDs are generated internally on loading the game/items. -->
 
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May i ask something of people here who want the removal of things like this and cotton something? Do you honestly believe that removing an icon and 20 lines of xml is allowing you to have cool things? Some of you make it sound like removing iron ore or corn will allow for 5 new pois and a new zombie type? I hope people realize it does not work like that, like at all..
Jip...It was more a , why are some completely useless things in there, and other less useless things removed, type of question.

 
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I'll go with no for now, and might add it later if we get performance improved.
Hi MM. The above was your response to custom_hero's question regarding bringing back the FOV slider.

I'd just like to provide some feedback on this matter. I use the console command to play the game at 90 FOV. I can tell you that from testing the game at different times of the day and in different areas, that I do not gain any FPS at default settings compared to 90 FOV.

The game right now seems pretty well optimised for an alpha. I have a mid-level machine, with a 1050TI and am averaging between 50 and 60 FPS with most stuff on medium to high. Turning off reflections and bloom helped my framerate the most.

In conclusion, FOV doesn't appear to affect performance at all. There are other things like reflections and bloom that definitely do affect performance, and yet there are options for these in the settings. Please add FOV back to the settings. Keeping it out of settings only serves to punish those with motion sickness.

 
I always thought the FOV slider was removed due to the clipping exploit (although limiting the FOV will never stop it from happening)...... *shruggs*

I guess my assumption was incorrect...

 
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you want to talk about making sense? It doesnt make any sense that the AK M60 Hunting Rifle (single shot r700) and Marksman rifle (AR10?) all share the same round.
It is possible to have an AR15 chambered in 7.62x39 however this one is not modeled like that. the 7.62mm in game seems to be a .308win/7.62x51mm Nato. the AK is clearly modeled as a 7.62x39 gun. Sooooo don't talk about making sense.

I have been talking about this and complaining about it for years that guns in this game need some love. The dev team needs some range time. Come to SC and I will take you to the range and show you how guns actually work look and feel.
+1

Yeah, the gun logic is bad. Quite bad. clearly it's based off what the devs know about video game guns and not real guns.

 
It's to simplify things. People will complain a lot more if you have to carry different caliber bullets for each weapon build/type around in the already limited backpack.

 
...this is even more highlighted in group play. if someoone is the groups 'crafter/intellect' person he should be able to craft high quality tools equipement and weapons for his group, but to do so you have to invest heavily in other trees to do so.
This was how A17 was, correct? And everybody hated that they had to spec so far into Int to craft good items. Now everybody crafts their own stuff they specialize in. Not really a "group crafter" role in the game now.

 
:twitch:
May i ask something of people here who want the removal of things like this and cotton something? Do you honestly believe that removing an icon and 20 lines of xml is allowing you to have cool things? Some of you make it sound like removing iron ore or corn will allow for 5 new pois and a new zombie type? I hope people realize it does not work like that, like at all.
LMAO almost every "why can't we have this" or "why can't we have that" problem has been attributed, by MadMole himself, to things like "lack of texture space" or "too many items". What are you smoking my dude? I know realistically you are absolutely correct, and I'm hoping now that console development isn't holding the game back any more, that we can have more nice things.

 
Some of the devs are veterans, they know weapons. ;)
Veteran here. I know plenty of active-duty military who couldn't tell which end of the rifle the bullet comes from without a drill sergeant yelling down their throat.

Not to mention the entire military are trained in the use of ONE weapon. We don't get the Call of Duty loadouts nor the training to go outside of an M16 and MAYBE a SAW.

But then I was in Intelligence.

 
The problem with interactive lockpicking is that you can do it with zero character skill. It's too dependent on player skill. I mean, I like it but it wouldn't fit the game. If we had mini-games for crafting, I would expect mini-games for things like lockpicking or cooking for example.

 
Well there's also been talk that lucky looter is overpowered, so perhaps it could be combined with lockpicking so that only picked safes have increased loot value.

 
The only thing i found a bit annoying was having to check if I read the Schematic or already knew the recipe for that Schematic.
Yeah, I understand there's the book icon, but it'd also be nice to know if you just have that recipe available from ANY source, like perks. Especially in co-op, I always hand half the magazines to my wife because she plays it safe and levels up at like 1/5 the rate I do.

 
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